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Efficient and practical audio-visual rendering for games using crossmodal perception

Published: 27 February 2009 Publication History

Abstract

Interactive applications such as computer games, are inherently audio visual, requiring high-quality rendering of complex 3D audio soundscapes and graphics environments. A frequent source of audio events is impact sounds, typically generated with physics engines. In this paper, we first present an optimization allowing efficient usage of impact sounds in a unified audio rendering pipeline, also including prerecorded sounds. We also exploit a recent result on audio-visual crossmodal perception to introduce a new level-of-detail selection algorithm, which jointly chooses the quality level of audio and graphics rendering. We have integrated these two techniques as a comprehensive crossmodal audio-visual rendering pipeline in a home-grown game engine, thus demonstrating the potential utility of our approach.

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  • (2021)Unified Approach to Augmented RealityImplementing Augmented Reality Into Immersive Virtual Learning Environments10.4018/978-1-7998-4222-4.ch004(74-88)Online publication date: 2021
  • (2019)Crossmodal perception in virtual realityMultimedia Tools and Applications10.1007/s11042-019-7331-z79:5-6(3311-3331)Online publication date: 26-Feb-2019
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cover image ACM Conferences
I3D '09: Proceedings of the 2009 symposium on Interactive 3D graphics and games
February 2009
253 pages
ISBN:9781605584294
DOI:10.1145/1507149
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Publication History

Published: 27 February 2009

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Author Tags

  1. audio-visual rendering
  2. crossmodal perception

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I3D '09
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I3D '09: Symposium on Interactive 3D Graphics and Games
February 27 - March 1, 2009
Massachusetts, Boston

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Overall Acceptance Rate 148 of 485 submissions, 31%

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Cited By

View all
  • (2023)ParliRobo: Participant Lightweight AI Robots for Massively Multiplayer Online Games (MMOGs)Proceedings of the 31st ACM International Conference on Multimedia10.1145/3581783.3613764(9093-9102)Online publication date: 26-Oct-2023
  • (2021)Unified Approach to Augmented RealityImplementing Augmented Reality Into Immersive Virtual Learning Environments10.4018/978-1-7998-4222-4.ch004(74-88)Online publication date: 2021
  • (2019)Crossmodal perception in virtual realityMultimedia Tools and Applications10.1007/s11042-019-7331-z79:5-6(3311-3331)Online publication date: 26-Feb-2019
  • (2017)Olfaction and Selective RenderingComputer Graphics Forum10.1111/cgf.1329537:1(350-362)Online publication date: 14-Sep-2017
  • (2017)Audiovisual Resource Allocation for Bimodal Virtual EnvironmentsComputer Graphics Forum10.1111/cgf.1325837:1(172-183)Online publication date: 14-Jul-2017
  • (2017)Perception-driven Accelerated RenderingComputer Graphics Forum10.1111/cgf.1315036:2(611-643)Online publication date: 1-May-2017
  • (2017)Multi-Modal Perception for Selective RenderingComputer Graphics Forum10.1111/cgf.1279336:1(172-183)Online publication date: 1-Jan-2017
  • (2014)Eigenmode compression for modal sound modelsACM Transactions on Graphics10.1145/2601097.260117733:4(1-9)Online publication date: 27-Jul-2014
  • (2013)Smoothness perceptionThe Visual Computer: International Journal of Computer Graphics10.1007/s00371-012-0760-629:11(1159-1172)Online publication date: 1-Nov-2013
  • (2012)Acoustic Rendering and Auditory–Visual Cross-Modal Perception and InteractionComputer Graphics Forum10.1111/j.1467-8659.2011.02086.x31:1(102-131)Online publication date: 1-Feb-2012
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